A terrifying and unputdownable horror-thriller novel of fiendish puzzles, compelling mysteries and paranoia about an enigmatic hacker, a deadly online game, and a cyber weapon that makes people go insane.
Perfect for readers of Paul Tremblay, Neal Stephenson and Mark Z Danielewski's House of Leaves, and the people who just have to know the answer.
Alex Webster is an ethical hacker who, like most hackers, prefers questions to answers. So when she and a colleague, Jay Morton, stumble across a mysterious game created by a shadowy figure known as The Helmsman, they are instantly hooked.
As they solve increasingly bizarre puzzles and uncover The Helmsman's deranged manifesto, they are pursued by a sinister group known only as XXX XXXXXXX XXXXXX, who will do anything to stop them uncovering the Basilisk, a cognitive weapon which makes anyone who understands it lose their mind.
When Jay disappears, as they hone in on the truth of the Basilisk, Alex is left trying to piece together what's happened to her friend, escape the awful smiling glitch people stalking her every move, and solve The Helmsman's final puzzle.
Master and Commander meets A Game of Thrones and Pirates of the Caribbean. Rapid-paced high fantasy with all-out combat on the high seas, and a canny young woman who faces the hidden threats of an imperial court. Yet the key to defeating a sorcerous enemy may lie with a wild rogue and the slave of a maniac.
For centuries the Drehhu have ruled every continent, brutally enslaving the human inhabitants. Now after endless wars the human empires of Ophion, Velesa, and Modjal have pushed the inhuman enemy back to their heartland and unite in a final, massive assault.
Alastor Nevelon and his son Crespin set sail against the Drehhu, and they have their own secret weapons. Yet Alastor is forced to send his daughter Chrysanthe to the capitol city Ophion Magne as a "token" of his loyalty to the emperor. He instructs Chrysanthe to use her considerable intellect to discover what plots may be afoot, even as she enters a place where courtly manners hide murderous intent.
As nations collide the true key to defeating the Drehhu may lie in a remote mountain stronghold, with a wild rogue known as Hound and Ammolite, the young slave of a sorcerer more ancient than any nation-whose loyalties remain threateningly unknown.